﻿// Decompiled with JetBrains decompiler
// Type: UnityEngine.Experimental.Rendering.FormatUsage
// Assembly: UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
// MVID: E6AE6B5A-2752-4B07-9528-C8B77C62CE79
// Assembly location: C:\Users\windys\Unity\2021.3.39f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.CoreModule.dll
// XML documentation location: C:\Users\windys\Unity\2021.3.39f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.CoreModule.xml

#nullable disable
namespace UnityEngine.Experimental.Rendering
{
  /// <summary>
  ///   <para>Use this format usages to figure out the capabilities of specific GraphicsFormat</para>
  /// </summary>
  public enum FormatUsage
  {
    /// <summary>
    ///   <para>Use this to create and sample textures.</para>
    /// </summary>
    Sample = 0,
    /// <summary>
    ///   <para>Use this to sample textures with a linear filter. This is for regular texture sampling (non-shadow compare). Rentertextures created using ShadowSamplingMode.CompareDepths always support linear filtering on the comparison result. </para>
    /// </summary>
    Linear = 1,
    /// <summary>
    ///   <para>Use this to create sparse textures</para>
    /// </summary>
    Sparse = 2,
    /// <summary>
    ///   <para>Use this to create and render to a rendertexture.</para>
    /// </summary>
    Render = 4,
    /// <summary>
    ///   <para>Use this to blend on a rendertexture.</para>
    /// </summary>
    Blend = 5,
    /// <summary>
    ///   <para>Use this to get pixel data from a texture.</para>
    /// </summary>
    GetPixels = 6,
    /// <summary>
    ///   <para>Use this to set pixel data to a texture.</para>
    /// </summary>
    SetPixels = 7,
    /// <summary>
    ///   <para>Use this to set pixel data to a texture using `SetPixels32`.</para>
    /// </summary>
    SetPixels32 = 8,
    /// <summary>
    ///   <para>Use this to read back pixels data from a rendertexture.</para>
    /// </summary>
    ReadPixels = 9,
    /// <summary>
    ///   <para>Use this to perform resource load and store on a texture</para>
    /// </summary>
    LoadStore = 10, // 0x0000000A
    /// <summary>
    ///   <para>Use this to create and render to a MSAA 2X rendertexture.</para>
    /// </summary>
    MSAA2x = 11, // 0x0000000B
    /// <summary>
    ///   <para>Use this to create and render to a MSAA 4X rendertexture.</para>
    /// </summary>
    MSAA4x = 12, // 0x0000000C
    /// <summary>
    ///   <para>Use this to create and render to a MSAA 8X rendertexture.</para>
    /// </summary>
    MSAA8x = 13, // 0x0000000D
    /// <summary>
    ///   <para>Use this enumeration to create and render to the Stencil sub element of a RenderTexture.</para>
    /// </summary>
    StencilSampling = 16, // 0x00000010
  }
}
